Hello!
I made a little bit bigger system on c++ for audio lines synchronization and in past project creation I found some kind of bug or I don’t know what.
In my staff I’m creating an UAudioComponent in my custom tickable UObject with all existing options what must prevent before an audio stop when game is paused. In any time I can play these Components perfectly, but when I pause the game or even start game in editor, Components from Object are paused when Object still running.
Object, his parent object and world are all tickable in pause. Components what are created in BP(CreateSound2D) are playable in pause.
UAudioComponent *x = NewObject<UAudioComponent>();
x->SetSound(audioIn[i]);
x->bAutoDestroy = 0;
x->bAlwaysPlay = 1;
x->bIsUISound = 1;
x->SetTickableWhenPaused(true);
x->bTickInEditor = 1;
//OR same function from BP
UGameplayStatics::CreateSound2D(World, audioIn[i], 1.0f, 1.0f, 0.0f, nullptr, false, false)
I’m thinking some of these black magic must be behind the NewObject<>() or where are Components created